Decided to have a go at it for fun.
Bloodlust nerfed to it's old numbers, 10% ome.
Not decided on elite NWs.
Elite costs were mostly thrown in as an after thought.
Inspire army available to all.
SWH available to all personality.
Avian:
30% br
20% attack speed
Auto anon (-15% gains, bush immunity, still gains honor in war)
No stables/swh.
8/3. 900 GC
Fanat, bloodlust, clear sight, GP
Human:
+30% income
Income protection
Dungeons fill from pop/drafting. Not sure the exact mechanic. The goal here wouldn't be that the can run extra dungeons for economic reasons, the goal here is that they just already have prisoners on the go.
-15% WPA and self spells success
+15% rune costs.
8/4 1100 GC
Quick feet, revelation (nerfed 30->20% increase)
Orc:
Free draft
+15% battle gains
+15% enemy casualties when attacking
+10% self military casualties
-10% shielding (+10% instant op/spell damage)
9/2. 1050 GC
Reflect magic
Dwarf:
+25% be
Free build
-50% construction time
+50% food consumption
Cannot accelerate buildings
7/7 850 gc
mystic aura, mages fury, invisibility, greater arson.
Elf.
+30% WPA
+1 dspec
+20% rune production
7/6. 1000 GC
Mages fury, pitfalls, Fool's Gold
Undead.
+15% population
Converts yadda yadda
-50% offensive losses
Plague yadda yadda
No food needed
Basic Intel only
-1 dspec
-1 ospec
Can't train elites
-15% economy science effects
8/6.
Nightmare, mages fury, wrathful smite.
Halfling
+40% TPA
2/2 soldiers
+10% shielding (-10% damage from instant ops/spells)
5/7 900 GC
greater protection, town watch, invisibility
Faery:
Access to all racial spells, tree of gold.
+1 mana
+1 stealth
+35% self spell duration
-10% population
2/8 1250 GC
Pers.
Heretic:
no wizard losses on fail spells
-75% losses on failed thief ops
+30% cunning sci
Access to revelation, paradise, Fool's Gold, pitfalls, nightmare, blizzard, assassinate wizards, mages fury, Expose thieves, chastity, gluttony
+400 thief 400 wizard
Mystic:
+75% channeling science effectiveness
+20% towers effect
+100% guilds
Meteor showers, expose thieves, paradise
+800 wiz
Rogue:
+50% TD land effect
+1 stealth
+50% crime sci
AW, invis, prop, greater arson, paradise, expose thieves
+800 thief
Tactician:
-15% attack speed
+20% siege sci effectiveness
Accurate Intel
Clear sight
+800 solds+credits
Warrior:
+1 ospec
+10% ome
+10% effect to all military science.
+800 ospecs
War hero:
+100% honor effects
+5% ME in war
Converts yadda yadda
+35% credit generation in war
Dragon immunity
+50% map protection in war(20->30% land protection) and increased ME when hit
War spoils, pitfalls
+800 elites
Cleric:
-35% military losses
+10% shielding (flat effect not science effect)
Can cast mystic vortex as a support spell (Success as though a support spell not offensive cast)
Animate dead
+800 solds+credits
Paladin
Support spell casting
Paladin spells
Valor science bonus 35%
Self spells cost 2% mana(except ToG and paradise)
+800 solds/credits
+200 wizards